Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Old School Nefarium - Road to Adventure Link (1/20/16)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mark Chance" data-source="post: 3211950" data-attributes="member: 2795"><p><strong>Nictoris, Naga Lich-Queen</strong></p><p></p><p>[sblock=Nicotris; CR 20</p><p>Dark naga lich dragon disciple 5/loremaster 5]</p><p>CE Large undead</p><p><strong>Init</strong> +3; <strong>Senses</strong> blindsense 30 ft., darkvision 60 ft., Listen +26, Spot +20</p><p><strong>Languages</strong> Abyssal, Common, Draconic, Giant, Goblin, Infernal, Undercommon</p><p>-----</p><p><strong>AC</strong> 22 (-1 size, +3 Dex, +2 armor, +2 deflection, +1 dodge, +5 natural), touch 15, flat-footed 18</p><p><strong>hp</strong> 123 (19 HD); turn resistance +4</p><p><strong>DR</strong> 15/magic and bludgeoning</p><p><strong>Immune</strong> ability damage (to Str, Dex, and Con), ability drain, cold, critical hits, effects that require Fort saves (unless affects objects or is harmless), electricity, energy drain, exhaustion, fatigue, massive damage, mind-affecting attacks, mind-reading, nonlethal damage, poison, <em>polymorph</em> (though it can use <em>polymorph</em> effects on itself)</p><p><strong>Fort</strong> +8, <strong>Ref</strong> +9, <strong>Will</strong> +14</p><p>-----</p><p><strong>Speed</strong> 40 ft. (8 squares)</p><p><strong>Melee</strong> sting +14 (2d4+4 plus poison) and bite +9 (1d8+2), or</p><p><strong>Melee</strong> sting +14 (2d4+4 plus poison) and touch attack +9 (1d8+5 negative energy plus paralysis)</p><p><strong>Ranged Touch</strong> various ray spells +13 (crit 19-20)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +11; <strong>Grp</strong> +19</p><p><strong>Atk Options</strong> breath weapon, Empower Spell, Extend Spell, <em>fear</em> aura 60 ft. radius (Will 29 if less than 5 HD), paralysis (Fort 29), Point Blank Shot, poison (Fort 14), Silent Spell, touch attack (Will 29 for half damage)</p><p><strong>Special Actions</strong> <em>detect thoughts</em> (Will 24)</p><p><strong>Sorcerer Spells Known</strong> (CL 12th)<strong>:</strong></p><p>6th (5/day) - <em>disintegrate</em> (Fort partial 26)</p><p>5th (7/day) - <em>teleport, waves of fatigue</em></p><p>4th (8/day) - <em>enervation</em> (+13 ranged touch), <em>resilient sphere</em> (Ref 24), <em>shout</em> (Fort partial 24 or Ref 24)</p><p>3rd (8/day) - <em>arcane sight, dispel magic, displacement, lightning bolt</em> (Ref half 23), <em>stinking cloud</em> (Fort 23), <em>vampiric touch</em> (+14 melee touch)</p><p>2nd (9/day) - <em>acid arrow</em> (+13 ranged touch), <em>invisibility, locate object, scorching ray</em> (+13 ranged touch), <em>see invisibility, touch of idiocy</em> (+14 melee touch), <em>web</em> (Ref 22)</p><p>1st (9/day) - <em>alarm, magic missile, ray of enfeeblement, shield, true strike</em></p><p>0 (8/day) - <em>acid splash</em> (+13 ranged touch), <em>daze</em> (Will 20), <em>detect magic, ghost sound</em> (Will disbelief 20), <em>mage hand, message, ray of frost</em> (+13 ranged touch), <em>read magic, resistance</em></p><p>-----</p><p><strong>Abilities</strong> Str 18, Dex 16, Con --, Int 21, Wis 20, Cha 31 (27)</p><p><strong>SQ</strong> lore +12, secrets (+1 dodge bonus, +2 Ref saves, bonus feat)</p><p><strong>Feats</strong> Craft Wondrous Item, Empower Spell, Eschew Materials (B), Extend Spell, Lightning Reflexes, Improved Critical (ray), Point Blank Shot, Silent Spell, Skill Focus (Knowledge [arcana])</p><p><strong>Skills</strong> Appraise +10, Concentration +33, Diplomacy +17, Hide +7, Knowledge (arcana) +24, Knowledge (dungeoneering) +10, Knowledge (history) +10, Knowledge (nature) +10, Knowledge (the planes) +10, Knowledge (religion) +21, Listen +26, Move Silently +11, Search +18, Sense Motive +26, Spellcraft +20, Spot +20, Survival +5* (*Add +2 when aboveground in natural environments, on other planes, underground, or following tracks.)</p><p><strong>Possessions:</strong> <em>+2 helmet</em> (adds +2 armor bonus), <em>cloak of charisma +4, crystal ball, hand of glory, ring of protection +2</em>, approximately 2000 gp of other possessions</p><p>-----</p><p><strong><em>Detect Thoughts</em> (Su):</strong> A dark naga can continuously use <em>detect thoughts</em> as the spell (caster level 9th; Will DC 24 negates). This ability is always active. The save DC is Charisma-based.</p><p></p><p><strong><em>Fear</em> Aura (Su):</strong> Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a DC 29 Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.</p><p></p><p><strong>Paralyzing Touch (Su):</strong> Any living creature a lich hits with its touch attack must succeed on a DC 29 Fortitude save or be permanently paralyzed. <em>Remove paralysis</em> or any spell that can remove a curse can free the victim (see the <em>bestow curse</em> spell description). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.</p><p></p><p><strong>Poison (Ex):</strong> Injury, Fortitude DC 14 or lapse into a nightmare–haunted sleep for 2d4 minutes. The save DC is Constitution-based.[/sblock]</p><p>[sblock=Grakk; CR 17</p><p>Half-fiend advanced gray render]</p><p>NE Huge outsider (native)</p><p><strong>Init</strong> +1; <strong>Senses</strong> darkvision 60 ft., low-light vision, scent, Listen +16, Spot +36</p><p><strong>Languages</strong> Infernal</p><p>-----</p><p><strong>AC</strong> 30 (-2 size, +1 Dex, +2 armor, +14 natural, +5 shield), touch 9, flat-footed 29</p><p><strong>hp</strong> 462 (28 HD); <strong>DR</strong> 10/magic</p><p><strong>SR</strong> 35</p><p><strong>Immune</strong> poison</p><p><strong>Resist</strong> acid 10, cold 10, electricity 10, fire 10</p><p><strong>Fort</strong> +23, <strong>Ref</strong> +7, <strong>Will</strong> +9</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares), fly 30 ft. (average)</p><p><strong>Melee</strong> bite +39 (3d6+13) and <em>+2 Huge keen scimitar</em> +36/+31/+26/+21 (2d6+8/15-20), or</p><p><strong>Melee</strong> bite +39 (3d6+13) and 2 claws +37 (1d8+6)</p><p><strong>Space</strong> 15 ft.; <strong>Reach</strong> 15 ft.</p><p><strong>Base Atk</strong> +28; <strong>Grp</strong> +49</p><p><strong>Atk Options</strong> Cleave, Flyby Attack, Hover, Improved Bull Rush, improved grab, Power Attack, rend (3d6+19), smite good 1/day, Quicken Spell-Like Ability (<em>poison, unholy aura</em>)</p><p><strong>Spell-Like Abilities</strong> (CL 20th):</p><p>3/day - <em>darkness, poison</em> (Fort 14), <em>unholy aura</em> (Fort 14)</p><p>1/day - <em>blasphemy, contagion</em> (Fort 13), <em>desecrate, destruction</em> (Fort partial 17), <em>horrid wilting</em> (Fort half 18), <em>summon monster IX</em> (fiends only), <em>unhallow, unholy blight</em> (Will partial 14)</p><p>-----</p><p><strong>Abilities</strong> Str 37, Dex 12, Con 32, Int 8, Wis 12, Cha 10</p><p><strong>SQ</strong> scent</p><p><strong>Feats</strong> Cleave, Flyby Attack, Hover, Improved Bull Rush, Iron Will, Multi-Attack, Power Attack, Quicken Spell-Like Ability (<em>poison, unholy aura</em>), Track</p><p><strong>Skills</strong> Climb +27*, Hide +23*, Jump +27*, Listen +16, Move Silently +15*, Spot +36, Survival +32, Swim +13* (*Includes armor check penalty for <em>+3 heavy steel shield</em>)</p><p><strong>Possessions</strong> <em>+3 heavy steel shield, +2 Huge keen scimitar, bracers of armor +2</em></p><p>-----</p><p><strong>Hover (Ex):</strong> If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature). Those caught in the cloud must succeed on a DC 24 Concentration check to cast a spell.</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, a gray render must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.</p><p></p><p><strong>Rend (Ex):</strong> A gray render that wins a grapple check after a successful bite attack establishes a hold, latching onto the opponent’s body and tearing the flesh. This attack automatically deals 3d6+19 points of damage.</p><p></p><p><strong>Smite Good (Su):</strong> Once per day the creature can make a normal melee attack to deal 20 points of extra damage against a good foe.</p><p></p><p><strong>Skills:</strong> Gray renders have a +4 racial bonus on Spot checks due to their six keen eyes.[/sblock]</p><p>[sblock=Sskaltar; CR 17</p><p>Troglodyte wereconstrictor fighter 4/blackguard 8]</p><p>Troglodyte Form</p><p>LE Medium humanoid (reptilian, shapechanger)</p><p><strong>Init</strong> +6; <strong>Senses</strong> darkvision 90 ft., low-light vision, scent, Listen +9, Spot +4</p><p><strong>Languages</strong> Draconic, Infernal</p><p>-----</p><p><strong>AC</strong> 27 (+2 Dex, +7 armor, +8 natural), touch 12, flat-footed 25</p><p><strong>hp</strong> 185 (20 HD)</p><p><strong>Fort</strong> +22, <strong>Ref</strong> +10, <strong>Will</strong> +9</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares) (40 ft. unarmored)</p><p><strong>Melee</strong> 2 claws +21 (1d6+5/19-20) and bite +18 (1d4+1/19-20), or</p><p><strong>Melee Touch</strong> <em>inflict moderate wounds</em> +20 (2d8+8, Will half 14), or <em>inflict light wounds</em> +20 (1d8+5, Will half 13)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +17; <strong>Grp</strong> +20</p><p><strong>Combat Gear</strong> <em>gauntlet of rust, javelins of lightning</em> (x6), <em>potion of greater magic fang +2, potion of shield of faith +3</em></p><p><strong>Atk Options</strong> aura of despair, Cleave, command undead (2/day), Improved Sunder, poison use, Power Attack, <em>smite good</em> 2/day, sneak attack +2d6, stench (Fort 18)</p><p>Special Actions alternate form, lycanthropic empathy</p><p><strong>Spell-Like Abilities (CL 8th):</strong></p><p>At will - <em>detect good</em></p><p><strong>Blackguard Spells Prepared (CL 8th):</strong></p><p>4th - <em>contagion</em> (Silent, Fort 16)</p><p>3rd - <em>bull's strength</em> (Silent)</p><p>2nd - <em>inflict moderate wounds</em> (x2) (Will half 14)</p><p>1st - <em>doom</em> (Will 13), <em>inflict light wounds</em> (Will half 13)</p><p>-----</p><p><strong>Abilities</strong> Str 16, Dex 14 (12), Con 18, Int 10, Wis 14, Cha 9</p><p><strong>SQ</strong> aura of evil, dark blessing, scent</p><p><strong>Feats</strong> Alertness (B), Cleave (B), Improved Critical (bite, claws), Improved Initiative, Improved Natural Attack (claws), Improved Sunder (B), Iron Will (B), Multiattack (B), Power Attack (B), Silent Spell, Toughness, Weapon Focus (claws), Weapon Specialization (claws)</p><p><strong>Skills</strong> Balance +6*, Climb +6*, Concentration +10, Hide +8*, Intimidate +7, Knowledge (religion) +2, Jump +9*, Listen +9, Spot +4 (*Add +4 in rocky or underground settings. **Includes -3 armor check penalty.)</p><p><strong>Possessions</strong> combat gear plus <em>+3 scale mail, gloves of Dexterity +2</em>, and approximately 500 gp of other possessions</p><p></p><p><strong>Hybrid Form</strong> (<em>Note: Sskaltar prefers his hybrid form to his other two forms.</em>)</p><p>LE Large humanoid (reptilian, shapechanger)</p><p><strong>Init</strong> +8; <strong>Senses</strong> darkvision 90 ft., low-light vision, scent, Listen +13, Spot +8</p><p><strong>Languages</strong> Draconic, Infernal (but cannot speak)</p><p>-----</p><p><strong>AC</strong> 28 (-1 size, +4 Dex, +7 armor, +8 natural), touch 13, flat-footed 24</p><p><strong>hp</strong> 265 (20 HD); <strong>DR</strong> 10/silver</p><p><strong>Fort</strong> +26, <strong>Ref</strong> +12, <strong>Will</strong> +9</p><p>-----</p><p><strong>Melee</strong> 2 claws +27 (1d8+12/19-20) and bite +24 (2d6+5/19-20)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Grp</strong> +31</p><p><strong>Combat Gear</strong> <em>gauntlet of rust, javelins of lightning</em> (x6), <em>potion of greater magic fang +2, potion of shield of faith +3</em></p><p><strong>Atk Options</strong> aura of despair, poison use, <em>smite good</em> 2/day, sneak attack +2d6</p><p><strong>Special Actions</strong> alternate form, curse of lycanthropy, lycanthropic empathy</p><p><strong>Spell-Like Abilities (CL 8th):</strong></p><p>At will - <em>detect good</em></p><p><strong>Blackguard Spells Prepared (CL 8th):</strong></p><p>4th - <em>contagion</em> (Silent, Fort 16)</p><p>3rd - <em>bull's strength</em> (Silent)</p><p>-----</p><p><strong>Abilities</strong> Str 30, Dex 18 (16), Con 26</p><p><strong>Skills</strong> Balance +16*, Climb +14*, Concentration +14, Hide +10*, Intimidate +7, Knowledge (religion) +2, Jump +21*, Listen +13, Spot +8, Swim +4* (*Includes -3 armor check penalty.)</p><p><strong>Possessions</strong> combat gear plus <em>+3 scale mail, gloves of Dexterity +2</em>, and approximately 500 gp of other possessions</p><p></p><p><strong>Constrictor Form</strong></p><p>LE Large humanoid (reptilian, shapechanger)</p><p><strong>Init</strong> +7; <strong>Senses</strong> darkvision 90 ft., low-light vision, scent, Listen +13, Spot +8</p><p><strong>Languages</strong> Draconic, Infernal (but cannot speak)</p><p>-----</p><p><strong>AC</strong> 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17</p><p><strong>hp</strong> 265 (20 HD); <strong>DR</strong> 10/silver</p><p><strong>Fort</strong> +25, <strong>Ref</strong> +9, <strong>Will</strong> +9</p><p>-----</p><p><strong>Speed</strong> 20 ft. (4 squares), climb 20 ft., swim 20 ft.</p><p><strong>Melee</strong> bite +26 melee (1d6+15/19-20)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Grp</strong> +31</p><p><strong>Atk Options</strong> aura of despair, constrict, improved grab, poison use, <em>smite good</em> 2/day, sneak attack +2d6</p><p><strong>Special Actions</strong> alternate form, curse of lycanthropy, lycanthropic empathy</p><p><strong>Spell-Like Abilities (CL 8th):</strong></p><p>At will - <em>detect good</em></p><p>-----</p><p><strong>Abilities</strong> Str 30, Dex 16, Con 26</p><p><strong>Skills</strong> Balance +18, Climb +24, Concentration +14, Hide +12, Intimidate +7, Knowledge (religion) +2, Jump +14, Listen +13, Spot +8, Swim +10* (*Add +8 on Swim checks to perform some special action or avoid a hazard.)</p><p>-----</p><p><strong>Alternate Form (Su):</strong> A lycanthrope can assume the form of a specific animal. Changing to or from animal or hybrid form is a standard action. A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however.</p><p></p><p><strong>Aura of Despair (Su):</strong> In any form, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.</p><p></p><p><strong>Aura of Evil (Ex):</strong> Usable in any form. The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his blackguard level.</p><p></p><p><strong>Command Undead (Su):</strong> In troglodyte, he commands undead as 6th-level cleric.</p><p></p><p><strong>Constrict (Ex):</strong> On a successful grapple check in constrictor form, he deals 1d4+15 points of damage.</p><p></p><p><strong>Curse of Lycanthropy (Su):</strong> Usable in hybrid or constrictor form. Any humanoid or giant hit by a natural lycanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy.</p><p></p><p><strong>Dark Blessing (Su):</strong> In any form, he applies his Charisma modifier (if positive) as a bonus on all saving throws.</p><p></p><p><strong><em>Detect Good</em> (Sp):</strong> At will in any form, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.</p><p></p><p><strong>Lycanthropic Empathy (Ex):</strong> In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."</p><p></p><p><strong>Improved Grab (Ex):</strong> Usable in constrictor form only. To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.</p><p></p><p><strong>Poison Use:</strong> In troglodyte or hybrid form, he is skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.</p><p></p><p><strong>Smite Good (Su):</strong> In any form, may attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 8 extra points of damage. If he accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.</p><p></p><p><strong>Stench (Ex):</strong> Usable in troglodyte form. When angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 18 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.</p><p></p><p><strong>Skills:</strong> In troglodyte form, add +4 to Hide checks in rocky or underground settings. In hybrid form, he has a +4 racial bonus on Listen and Spot checks, and a +8 racial bonus on Balance checks. In constrictor form, he has a +8 racial bonus on Climb checks. He can always choose to take 10 on a Climb check, even if rushed or threatened. He also has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided it swims in a straight line.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3211950, member: 2795"] [b]Nictoris, Naga Lich-Queen[/b] [sblock=Nicotris; CR 20 Dark naga lich dragon disciple 5/loremaster 5] CE Large undead [b]Init[/b] +3; [b]Senses[/b] blindsense 30 ft., darkvision 60 ft., Listen +26, Spot +20 [b]Languages[/b] Abyssal, Common, Draconic, Giant, Goblin, Infernal, Undercommon ----- [b]AC[/b] 22 (-1 size, +3 Dex, +2 armor, +2 deflection, +1 dodge, +5 natural), touch 15, flat-footed 18 [b]hp[/b] 123 (19 HD); turn resistance +4 [b]DR[/b] 15/magic and bludgeoning [b]Immune[/b] ability damage (to Str, Dex, and Con), ability drain, cold, critical hits, effects that require Fort saves (unless affects objects or is harmless), electricity, energy drain, exhaustion, fatigue, massive damage, mind-affecting attacks, mind-reading, nonlethal damage, poison, [i]polymorph[/i] (though it can use [i]polymorph[/i] effects on itself) [b]Fort[/b] +8, [b]Ref[/b] +9, [b]Will[/b] +14 ----- [b]Speed[/b] 40 ft. (8 squares) [b]Melee[/b] sting +14 (2d4+4 plus poison) and bite +9 (1d8+2), or [b]Melee[/b] sting +14 (2d4+4 plus poison) and touch attack +9 (1d8+5 negative energy plus paralysis) [b]Ranged Touch[/b] various ray spells +13 (crit 19-20) [b]Space[/b] 10 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +11; [b]Grp[/b] +19 [b]Atk Options[/b] breath weapon, Empower Spell, Extend Spell, [i]fear[/i] aura 60 ft. radius (Will 29 if less than 5 HD), paralysis (Fort 29), Point Blank Shot, poison (Fort 14), Silent Spell, touch attack (Will 29 for half damage) [b]Special Actions[/b] [i]detect thoughts[/i] (Will 24) [b]Sorcerer Spells Known[/b] (CL 12th)[b]:[/b] 6th (5/day) - [i]disintegrate[/i] (Fort partial 26) 5th (7/day) - [i]teleport, waves of fatigue[/i] 4th (8/day) - [i]enervation[/i] (+13 ranged touch), [i]resilient sphere[/i] (Ref 24), [i]shout[/i] (Fort partial 24 or Ref 24) 3rd (8/day) - [i]arcane sight, dispel magic, displacement, lightning bolt[/i] (Ref half 23), [i]stinking cloud[/i] (Fort 23), [i]vampiric touch[/i] (+14 melee touch) 2nd (9/day) - [i]acid arrow[/i] (+13 ranged touch), [i]invisibility, locate object, scorching ray[/i] (+13 ranged touch), [i]see invisibility, touch of idiocy[/i] (+14 melee touch), [i]web[/i] (Ref 22) 1st (9/day) - [i]alarm, magic missile, ray of enfeeblement, shield, true strike[/i] 0 (8/day) - [i]acid splash[/i] (+13 ranged touch), [i]daze[/i] (Will 20), [i]detect magic, ghost sound[/i] (Will disbelief 20), [i]mage hand, message, ray of frost[/i] (+13 ranged touch), [i]read magic, resistance[/i] ----- [b]Abilities[/b] Str 18, Dex 16, Con --, Int 21, Wis 20, Cha 31 (27) [b]SQ[/b] lore +12, secrets (+1 dodge bonus, +2 Ref saves, bonus feat) [b]Feats[/b] Craft Wondrous Item, Empower Spell, Eschew Materials (B), Extend Spell, Lightning Reflexes, Improved Critical (ray), Point Blank Shot, Silent Spell, Skill Focus (Knowledge [arcana]) [b]Skills[/b] Appraise +10, Concentration +33, Diplomacy +17, Hide +7, Knowledge (arcana) +24, Knowledge (dungeoneering) +10, Knowledge (history) +10, Knowledge (nature) +10, Knowledge (the planes) +10, Knowledge (religion) +21, Listen +26, Move Silently +11, Search +18, Sense Motive +26, Spellcraft +20, Spot +20, Survival +5* (*Add +2 when aboveground in natural environments, on other planes, underground, or following tracks.) [b]Possessions:[/b] [i]+2 helmet[/i] (adds +2 armor bonus), [i]cloak of charisma +4, crystal ball, hand of glory, ring of protection +2[/i], approximately 2000 gp of other possessions ----- [b][i]Detect Thoughts[/i] (Su):[/b] A dark naga can continuously use [i]detect thoughts[/i] as the spell (caster level 9th; Will DC 24 negates). This ability is always active. The save DC is Charisma-based. [b][i]Fear[/i] Aura (Su):[/b] Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a DC 29 Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours. [b]Paralyzing Touch (Su):[/b] Any living creature a lich hits with its touch attack must succeed on a DC 29 Fortitude save or be permanently paralyzed. [i]Remove paralysis[/i] or any spell that can remove a curse can free the victim (see the [i]bestow curse[/i] spell description). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive. [b]Poison (Ex):[/b] Injury, Fortitude DC 14 or lapse into a nightmare–haunted sleep for 2d4 minutes. The save DC is Constitution-based.[/sblock] [sblock=Grakk; CR 17 Half-fiend advanced gray render] NE Huge outsider (native) [b]Init[/b] +1; [b]Senses[/b] darkvision 60 ft., low-light vision, scent, Listen +16, Spot +36 [b]Languages[/b] Infernal ----- [b]AC[/b] 30 (-2 size, +1 Dex, +2 armor, +14 natural, +5 shield), touch 9, flat-footed 29 [b]hp[/b] 462 (28 HD); [b]DR[/b] 10/magic [b]SR[/b] 35 [b]Immune[/b] poison [b]Resist[/b] acid 10, cold 10, electricity 10, fire 10 [b]Fort[/b] +23, [b]Ref[/b] +7, [b]Will[/b] +9 ----- [b]Speed[/b] 30 ft. (6 squares), fly 30 ft. (average) [b]Melee[/b] bite +39 (3d6+13) and [i]+2 Huge keen scimitar[/i] +36/+31/+26/+21 (2d6+8/15-20), or [b]Melee[/b] bite +39 (3d6+13) and 2 claws +37 (1d8+6) [b]Space[/b] 15 ft.; [b]Reach[/b] 15 ft. [b]Base Atk[/b] +28; [b]Grp[/b] +49 [b]Atk Options[/b] Cleave, Flyby Attack, Hover, Improved Bull Rush, improved grab, Power Attack, rend (3d6+19), smite good 1/day, Quicken Spell-Like Ability ([i]poison, unholy aura[/i]) [b]Spell-Like Abilities[/b] (CL 20th): 3/day - [i]darkness, poison[/i] (Fort 14), [i]unholy aura[/i] (Fort 14) 1/day - [i]blasphemy, contagion[/i] (Fort 13), [i]desecrate, destruction[/i] (Fort partial 17), [i]horrid wilting[/i] (Fort half 18), [i]summon monster IX[/i] (fiends only), [i]unhallow, unholy blight[/i] (Will partial 14) ----- [b]Abilities[/b] Str 37, Dex 12, Con 32, Int 8, Wis 12, Cha 10 [b]SQ[/b] scent [b]Feats[/b] Cleave, Flyby Attack, Hover, Improved Bull Rush, Iron Will, Multi-Attack, Power Attack, Quicken Spell-Like Ability ([i]poison, unholy aura[/i]), Track [b]Skills[/b] Climb +27*, Hide +23*, Jump +27*, Listen +16, Move Silently +15*, Spot +36, Survival +32, Swim +13* (*Includes armor check penalty for [i]+3 heavy steel shield[/i]) [b]Possessions[/b] [i]+3 heavy steel shield, +2 Huge keen scimitar, bracers of armor +2[/i] ----- [b]Hover (Ex):[/b] If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature). Those caught in the cloud must succeed on a DC 24 Concentration check to cast a spell. [b]Improved Grab (Ex):[/b] To use this ability, a gray render must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. [b]Rend (Ex):[/b] A gray render that wins a grapple check after a successful bite attack establishes a hold, latching onto the opponent’s body and tearing the flesh. This attack automatically deals 3d6+19 points of damage. [b]Smite Good (Su):[/b] Once per day the creature can make a normal melee attack to deal 20 points of extra damage against a good foe. [b]Skills:[/b] Gray renders have a +4 racial bonus on Spot checks due to their six keen eyes.[/sblock] [sblock=Sskaltar; CR 17 Troglodyte wereconstrictor fighter 4/blackguard 8] Troglodyte Form LE Medium humanoid (reptilian, shapechanger) [b]Init[/b] +6; [b]Senses[/b] darkvision 90 ft., low-light vision, scent, Listen +9, Spot +4 [b]Languages[/b] Draconic, Infernal ----- [b]AC[/b] 27 (+2 Dex, +7 armor, +8 natural), touch 12, flat-footed 25 [b]hp[/b] 185 (20 HD) [b]Fort[/b] +22, [b]Ref[/b] +10, [b]Will[/b] +9 ----- [b]Speed[/b] 30 ft. (6 squares) (40 ft. unarmored) [b]Melee[/b] 2 claws +21 (1d6+5/19-20) and bite +18 (1d4+1/19-20), or [b]Melee Touch[/b] [i]inflict moderate wounds[/i] +20 (2d8+8, Will half 14), or [i]inflict light wounds[/i] +20 (1d8+5, Will half 13) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +17; [b]Grp[/b] +20 [b]Combat Gear[/b] [i]gauntlet of rust, javelins of lightning[/i] (x6), [i]potion of greater magic fang +2, potion of shield of faith +3[/i] [b]Atk Options[/b] aura of despair, Cleave, command undead (2/day), Improved Sunder, poison use, Power Attack, [i]smite good[/i] 2/day, sneak attack +2d6, stench (Fort 18) Special Actions alternate form, lycanthropic empathy [b]Spell-Like Abilities (CL 8th):[/b] At will - [i]detect good[/i] [b]Blackguard Spells Prepared (CL 8th):[/b] 4th - [i]contagion[/i] (Silent, Fort 16) 3rd - [i]bull's strength[/i] (Silent) 2nd - [i]inflict moderate wounds[/i] (x2) (Will half 14) 1st - [i]doom[/i] (Will 13), [i]inflict light wounds[/i] (Will half 13) ----- [b]Abilities[/b] Str 16, Dex 14 (12), Con 18, Int 10, Wis 14, Cha 9 [b]SQ[/b] aura of evil, dark blessing, scent [b]Feats[/b] Alertness (B), Cleave (B), Improved Critical (bite, claws), Improved Initiative, Improved Natural Attack (claws), Improved Sunder (B), Iron Will (B), Multiattack (B), Power Attack (B), Silent Spell, Toughness, Weapon Focus (claws), Weapon Specialization (claws) [b]Skills[/b] Balance +6*, Climb +6*, Concentration +10, Hide +8*, Intimidate +7, Knowledge (religion) +2, Jump +9*, Listen +9, Spot +4 (*Add +4 in rocky or underground settings. **Includes -3 armor check penalty.) [b]Possessions[/b] combat gear plus [i]+3 scale mail, gloves of Dexterity +2[/i], and approximately 500 gp of other possessions [b]Hybrid Form[/b] ([i]Note: Sskaltar prefers his hybrid form to his other two forms.[/i]) LE Large humanoid (reptilian, shapechanger) [b]Init[/b] +8; [b]Senses[/b] darkvision 90 ft., low-light vision, scent, Listen +13, Spot +8 [b]Languages[/b] Draconic, Infernal (but cannot speak) ----- [b]AC[/b] 28 (-1 size, +4 Dex, +7 armor, +8 natural), touch 13, flat-footed 24 [b]hp[/b] 265 (20 HD); [b]DR[/b] 10/silver [b]Fort[/b] +26, [b]Ref[/b] +12, [b]Will[/b] +9 ----- [b]Melee[/b] 2 claws +27 (1d8+12/19-20) and bite +24 (2d6+5/19-20) [b]Space[/b] 10 ft.; [b]Reach[/b] 10 ft. [b]Grp[/b] +31 [b]Combat Gear[/b] [i]gauntlet of rust, javelins of lightning[/i] (x6), [i]potion of greater magic fang +2, potion of shield of faith +3[/i] [b]Atk Options[/b] aura of despair, poison use, [i]smite good[/i] 2/day, sneak attack +2d6 [b]Special Actions[/b] alternate form, curse of lycanthropy, lycanthropic empathy [b]Spell-Like Abilities (CL 8th):[/b] At will - [i]detect good[/i] [b]Blackguard Spells Prepared (CL 8th):[/b] 4th - [i]contagion[/i] (Silent, Fort 16) 3rd - [i]bull's strength[/i] (Silent) ----- [b]Abilities[/b] Str 30, Dex 18 (16), Con 26 [b]Skills[/b] Balance +16*, Climb +14*, Concentration +14, Hide +10*, Intimidate +7, Knowledge (religion) +2, Jump +21*, Listen +13, Spot +8, Swim +4* (*Includes -3 armor check penalty.) [b]Possessions[/b] combat gear plus [i]+3 scale mail, gloves of Dexterity +2[/i], and approximately 500 gp of other possessions [b]Constrictor Form[/b] LE Large humanoid (reptilian, shapechanger) [b]Init[/b] +7; [b]Senses[/b] darkvision 90 ft., low-light vision, scent, Listen +13, Spot +8 [b]Languages[/b] Draconic, Infernal (but cannot speak) ----- [b]AC[/b] 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17 [b]hp[/b] 265 (20 HD); [b]DR[/b] 10/silver [b]Fort[/b] +25, [b]Ref[/b] +9, [b]Will[/b] +9 ----- [b]Speed[/b] 20 ft. (4 squares), climb 20 ft., swim 20 ft. [b]Melee[/b] bite +26 melee (1d6+15/19-20) [b]Space[/b] 10 ft.; [b]Reach[/b] 5 ft. [b]Grp[/b] +31 [b]Atk Options[/b] aura of despair, constrict, improved grab, poison use, [i]smite good[/i] 2/day, sneak attack +2d6 [b]Special Actions[/b] alternate form, curse of lycanthropy, lycanthropic empathy [b]Spell-Like Abilities (CL 8th):[/b] At will - [i]detect good[/i] ----- [b]Abilities[/b] Str 30, Dex 16, Con 26 [b]Skills[/b] Balance +18, Climb +24, Concentration +14, Hide +12, Intimidate +7, Knowledge (religion) +2, Jump +14, Listen +13, Spot +8, Swim +10* (*Add +8 on Swim checks to perform some special action or avoid a hazard.) ----- [b]Alternate Form (Su):[/b] A lycanthrope can assume the form of a specific animal. Changing to or from animal or hybrid form is a standard action. A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. [b]Aura of Despair (Su):[/b] In any form, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws. [b]Aura of Evil (Ex):[/b] Usable in any form. The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his blackguard level. [b]Command Undead (Su):[/b] In troglodyte, he commands undead as 6th-level cleric. [b]Constrict (Ex):[/b] On a successful grapple check in constrictor form, he deals 1d4+15 points of damage. [b]Curse of Lycanthropy (Su):[/b] Usable in hybrid or constrictor form. Any humanoid or giant hit by a natural lycanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy. [b]Dark Blessing (Su):[/b] In any form, he applies his Charisma modifier (if positive) as a bonus on all saving throws. [b][i]Detect Good[/i] (Sp):[/b] At will in any form, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell. [b]Lycanthropic Empathy (Ex):[/b] In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack." [b]Improved Grab (Ex):[/b] Usable in constrictor form only. To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. [b]Poison Use:[/b] In troglodyte or hybrid form, he is skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. [b]Smite Good (Su):[/b] In any form, may attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 8 extra points of damage. If he accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day. [b]Stench (Ex):[/b] Usable in troglodyte form. When angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 18 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. [b]Skills:[/b] In troglodyte form, add +4 to Hide checks in rocky or underground settings. In hybrid form, he has a +4 racial bonus on Listen and Spot checks, and a +8 racial bonus on Balance checks. In constrictor form, he has a +8 racial bonus on Climb checks. He can always choose to take 10 on a Climb check, even if rushed or threatened. He also has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided it swims in a straight line.[/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Old School Nefarium - Road to Adventure Link (1/20/16)
Top